Everybody seems to have forgotten about the "ramming zombie" they were working on an alpha or so ago. It was supposed to be the new special ability of the hawaiian zombie, until noone mentioned it anymore since.

Could be extra weight for more damage, looks pretty cool tbh.
Thanks for comparing the tiers, by these screens btw. I just got more hyped, knowing it`s not much long till the release and gonna try them, it`s great.

Could be extra weight for more damage, looks pretty cool tbh.
Thanks for comparing the tiers, by these screens btw. I just got more hyped, knowing it`s not much long till the release and gonna try them, it`s great.

best fun with the spears are at a dumpster where the flies are and see how many you can take out...

Another slightly overlooked thing is that the game does not explain what the zombies want, right now they seem to have some interest in players and start to attack right away if they can, but here is the big question: what will the zombie gain from just attacking players? Are they actually smart enough to understand that a player must be killed before eaten? Why aren't they constantly trying to eat the player instead of attacking him by pure brute force?

Right now all of this makes it a pretty generic zombie game where you can also craft, I mean we have a bunch of those, the only special perk of this game is that its all voxel based, but that should be no excuse to ignore common game design. Its very unlikely that such changes happen in A18 but I would appreciate some thoughts on this.

Zombies biting the player would be difficult to do, let alone in a MP game.

Ah yes, 7 days is a very generic zombie game with horrible graphics, yet we have outsold every truly generic zombie game ever made. I think your assessment of what makes a great game is spot off. Our game is flat out fun and has nothing to do with voxels, but good game design. There have been hordes of minecraft clones that all failed, if voxels were the magic secret sauce then the industry would have switched to them.

Some examples that would make the game more believable without changing the core design:
Given that the game is fully voxel based why not make zombies literally crawl out of the ground instead of randomly spawning them behind cover, this alone would make it more believable that the undead are actual undead people crawling out of the ground where they were once buried.

The lore isn't dawn of the dead original version where zombies crawl out of their grave. These are not undead or reanimated corpses. Its more like 28 days later, where they are infected people who go crazy, and there is radiation from nuclear war mutating some things. There is no evidence that they are dead people who rise yet. At the end of the day it doesn't even matter, what matters is the game is fun.

As a game design having zeds pop out of the ground would be cheap to players, if you notice when they spawn out of nowhere it makes players upset. They don't any more, but sometimes just were well hidden and surprise players, but when it did happen it was cheap or made most players feel cheated.

The lore isn't dawn of the dead original version where zombies crawl out of their grave. These are not undead or reanimated corpses. Its more like 28 days later, where they are infected people who go crazy, and there is radiation from nuclear war mutating some things. There is no evidence that they are dead people who rise yet. At the end of the day it doesn't even matter, what matters is the game is fun.

As a game design having zeds pop out of the ground would be cheap to players, if you notice when they spawn out of nowhere it makes players upset. They don't any more, but sometimes just were well hidden and surprise players, but when it did happen it was cheap or made most players feel cheated.

actually, if you look at the mini grave POI,s there are zombies "rising" from the caskets, also similar for the graveyard/church POI.

I bet this is where people get that idea that they are "rising from the grave" I mean, unless people took naps in coffins